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Andrzej Kwiatkowski

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FlashInTheFlesh

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52 comments

  1. Octopodulus
    Octopodulus
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    Thanks for the mod! :)

    I'm getting this error ([error] Schema package editing is not supported) amongst the entries for this mod in the TweakXL log:

    [2025-05-22 21:26:53.732] [12716] [info] Reading "..\..\..\Enemy Aggro Improvements\r6\tweaks\Enemy Aggro Improvements\reaction_to_gunshots\districts.tweak"...
    [2025-05-22 21:26:53.739] [12716] [info] Reading "..\..\..\Enemy Aggro Improvements\r6\tweaks\Enemy Aggro Improvements\reaction_to_gunshots\schema.tweak"...
    [2025-05-22 21:26:53.742] [12716] [error] Schema package editing is not supported.
    [2025-05-22 21:26:53.742] [12716] [info] Reading "..\..\..\Enemy Aggro Improvements\r6\tweaks\Enemy Aggro Improvements\reaction_to_gunshots\stimpresets.tweak"...

    Additional info:

    Game version: 2.21
    TweakXL version: 1.10.10

    Not sure if this needs addressing or not, but please let me know if you need more info.
  2. Jmolinares03
    Jmolinares03
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    FlashInTheFlesh The only problem with this mod is that stealth is on vacation. You can no longer do missions in stealth mode, because any silenced shot (Silent Silencers and Throwing Knives), or hacked devices will put you in combat mode.

    But it's still a great mod and it works with

    NIGHT CITY ALIVE (REDmod)Enemies of Night City and Dark Future - Urban Survival Gameplay

    1. aaronlauretani85
      aaronlauretani85
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      The thing about silencers though is that they're actually pretty damn loud. A silenced gunshot can still be heard up from up to sixty meters away.
    2. Jmolinares03
      Jmolinares03
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      that's why i say (the stealth is on vacation)
    3. FlashInTheFlesh
      FlashInTheFlesh
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      The range of silenced gunshots remains unchanged. Was 8m in vanilla and remains 8m with the mod.
    4. IanBrandonAndersonn
      IanBrandonAndersonn
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      If you kill the enemy fast enough though, would it still initiate combat?

      I find if I isolate my target and kill them fast enough (many points into cool tree) and die instantly, combat isn't triggered.
    5. FlashInTheFlesh
      FlashInTheFlesh
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      I also have NCA 2.0 installed, albeit modified.

    6. PlayaCharacter
      PlayaCharacter
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      If you kill the enemy fast enough though, would it still initiate combat?
      I think that depends on whether you have the Gag Order perk.
    7. DigitalVixen
      DigitalVixen
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      I too have NCA installed and for me it had too many gangers showing up even on the least dense version so I modified it so that they show up a lot less. What modifications did you do to your version, out of curiousity? :)
    8. Daemonjax
      Daemonjax
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      It seems to work fine with Silent Silencers and Throwing Knives for me.  I'm not noticing any hard incompatibilities.  Tested without Gag Orders.
    9. RelaxItsOk
      RelaxItsOk
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      Stealth works fine, people having issues are either not investing in the correct perks, being reckless or have some kind of mod conflict.
    10. jnstudi
      jnstudi
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      I'm using throwing knifes stealthily all the time, check your perks, is just as possible as always.
  3. jnstudi
    jnstudi
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    Is there a setting to increase the enemies "personal space" like the distance when they become aware of you, because like standing in front of an enemy base and tagging all of them individually doesn't seem something a gang would allow, same with the gangs on streets and alleys they only become aware of you when you stand right beside of them.
  4. mrj0j0e
    mrj0j0e
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    I found an error in TweakXL logs I thought should report.

    [info] Reading "..\..\..\Enemy Aggro Improvements\r6\tweaks\Enemy Aggro Improvements\reaction_to_gunshots\schema.tweak"...[2025-04-24 18:13:17.724] [16428] [error] Schema package editing is not supported.
  5. jnstudi
    jnstudi
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    Can you somehow mod that the enemies pathfind out of their bounds, like usually they camp in their lairs too much and they begin spamming grenades. Sometimes they even stand on a hallway with a clear free path towards you and never push, is there a way to make them always push and run towards you? Maybe even use their vehicles if you try to run away from one of their lairs and they have one available.
    1. FlashInTheFlesh
      FlashInTheFlesh
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      There are two things governing it in the game. One is something called "restricted movement area" and it's used as a volume around combat encounters to limit the pursuit distance of enemies in an open world game. Without it you could have a situation where enemies would follow you from one edge of the map to another. I don't recommend it, but you can potentially remove it by searching for *InRestrictedMovementArea* condition checks and removing them from AI behavior records in tweak files.
      Second thing is faction aggressiveness. NPCs from each faction in the game have one ability indicating their aggressiveness level:

      • IsReckless
      • IsAggressive
      • IsBalanced
      • IsDefensive
      • IsCautious
      This is affecting how many NPCs in the squad will stay in cover vs out of cover, if they pursue you when you hide, if melee enemies charge at you from long distance, or break line of sight and hide until you come closer to rush from behind a wall, etc. For example Animals and Maelstrom are reckless and push the player, while Kangtao and regular security guards are cautious and stay in covers. You can change it by either editing the condition checks in AI behavior records or the easier way would be by changing abilities in character records in tweak files.
    2. jnstudi
      jnstudi
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      Thank you for the explanation.
  6. MrHudat
    MrHudat
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    If I want to make an in-between of Vanilla and current Enemy Aggro mod, is it enough to lower this value?
    inDangerRange = this.IsTargetPositionClose( sourcePos, 35.0 );
    maybe to 24 for example?
    1. FlashInTheFlesh
      FlashInTheFlesh
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      The script is filtering and handling received events but first they need to be received. Tweak files contain the ranges from which stim is received. Modify either values for your needs. In my experience these values, while being high don't lead to extreme situations themselves. It's when you combine this mod with other mods, for example with Night City Alive, which loosens reaction conditions and makes NPCs react with combat to many different stims, that's where the combination might need tempering.
  7. AlexadreD
    AlexadreD
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    Is it possible to make a mod that does the OPPOSITE, so that only those enemies that are within sight enter the battle, so that the stealth mechanics are similar to Dishonored? I have been looking for a similar mod since 2019
  8. DigitalVixen
    DigitalVixen
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    EDIT: I posted this on the wrong mod - my bad, too many tabs open! Disregard please! :)
  9. mohoxrevolution
    mohoxrevolution
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    I love this mod. 

    Meshes really well with NCA, ERF, and Gunsensical to make NC feel truly dangerous. In vanilla I’d purposely walk through dark alleys hoping for a fight, but now I have to watch where I’m going much like I’d have to if I truly lived in NC

    And with NCA it’s great, you see a little fight popping off, you get involved, and before you know it there’s like 3-4 gangs plus NCPD all going at it and wreaking havoc on the whole block. And this is with standard density NCA lmao
  10. VyrX
    VyrX
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    The work you’re doing is incredible. 

    You should look into the mod Dark Future - Urban Survival Gameplay at Cyberpunk 2077 Nexus - Mods and community. It is one of those mods that add further depth into the immersive gameplay experience. I think it could give you some inspiration into what comes next. 

    Your mods feel like they should've been a part of the game from the beginning. 

    I'd like to see your take on something like Night City Alive and build it using redScript rather than REDMOD like you have done with your other mods. Maybe even see your take at a curated collection. 

    Keep up the amazing work, dropped endorsements and kudos your way.